I didn't really like the look of the other editor so I went ahead and made my own. I made it to work with my gamemode but if anyone wants it, let me know and I'll change some shit around to work on its own and upload it.

Youtube is being shitty and might not show the video for a while since it was just uploaded.

Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend.

Here's an updated version. This fixes an error where if you never gave a MU, RU, whatever (nil) then it would make an error (or not look right as the above poster says). This makes it default to 0. It also has a new feature where animations are capable of stopping or starting over a time frame instead of instantly stopping. This means that animations can blend.

Maybe I'm missing something ridiculously obvious, but I'm having a bit of a problem.
After I close off the editor, my animation stops - is there a way to make the animation continue outside the editor?

I'd like a little indicator that shows what frame the animation is currently on. Also how would I rotate around the player? When I rotate with right click I'm still facing the camera.

EDIT:
Since your version of the animation API takes the angles from the previous frame, would it be possible to set for each frame if it will use the previous frames angles, or take it's angles from the default bone angle. If that isn't possible maybe just picking between the two styles for the entire animation.

Not sure if this is what you meant by dumping a PrintTable format, but it dumps straight usable Lua code. It is also tabbed out properly as well.
Camera moves around the player locked on the yaw but can move up and down.
Typing in the Wang boxes works as well.

Do you think you can add a way to force sequences to start from a specific pose rather than from T-Pose?

I got some requests for the next version. Any more?
* Make it work with other things that use BuildBonePositions.
* Make it so currently playing animations are sent to newly joined clients.

I also know about two bugs that can't really be fixed by me. The first is that getting the position of a bone on an entity that is under the effect of this system always returns 0,0,0. Using attachments doesn't seem to have this bug. The second is that as soon as you invoke an animation on an entity that isn't under the effect of this system, its polygons go all weird for one frame and you see some of it in the sky and stuff. These kind of need to be fixed by garry.

I got some requests for the next version. Any more?
* Make it work with other things that use BuildBonePositions.
* Make it so currently playing animations are sent to newly joined clients.

I also know about two bugs that can't really be fixed by me. The first is that getting the position of a bone on an entity that is under the effect of this system always returns 0,0,0. Using attachments doesn't seem to have this bug. The second is that as soon as you invoke an animation on an entity that isn't under the effect of this system, its polygons go all weird for one frame and you see some of it in the sky and stuff. These kind of need to be fixed by garry.

Well, BuildBonePositions was not originally intended for this kind of use, but I agree it should be fixed.